The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through
Healing the sick and wounded, caring for those in need, and driving away the forces of death and
Undeath. Almost any non-evil deity can claim
Influence over this domain, particularly agricultural deities, sun gods, gods of
Healing or endurance, and gods of home and community.
When you choose this domain at
1st Level, you gain
Proficiency with
Heavy Armor.
Also starting at
1st Level, your
Healing Spells are more effective. Whenever you use a spell of
1st Level or higher to restore
Hit Points to a creature, the creature regains additional
Hit Points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at
2nd Level, you can use your
Channel Divinity to heal the badly injured.
As an
Action, you present your holy
Symbol and evoke
Healing energy that can restore a number of
Hit Points equal to five times your
Cleric level.
Choose any
Creatures within 30 feet of you, and divide those
Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an
Undead or a
Construct.
Beginning at
6th Level, the
Healing Spells you cast on others heal you as well. When you
Cast a Spell of
1st Level or higher that restores
Hit Points to a creature other than you, you regain
Hit Points equal to 2 + the spell’s level.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon
Attack, you can cause the
Attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you would normally roll one or more dice to restore
Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6
Hit Points to a creature, you restore 12.